Zerris for real. I haven't lost yet with the 5C Walker deck. It only runs two more Walkers than my 4C, but I regularly have 3-4 PWs on the field. Makes for some strong combos.

Last game, I had Nahiri, big Jace, Ob, Arlinn, Gideon and flip Nissa on the field knowing Ulamog was coming. I actually made a mistake and Nahiri'd his Zendikar Roil instead of From Beyond when he was tapped out (it's late). I dropped Chandra hoping he would kill it instead of Nahiri. But he exiles Nahira and a 1 turn away from ultimate big Jace.

No worries, I bounce Ulamog back to his hand with Reflector Mage, kill 2 other chumps and do 14 damage for the win.

I like this deck because it optimizes my Magic the Gathering experience - specifically, it causes me to spend the maximum amount of my time winning games.

What do I mean? Imagine you play a very strong mono-red deck with some burn. The games you win will be over almost instantly, but the games you lose will drag on forever as you hope to topdeck lucky, and it'll feel bad the entire time. You'll spend the majority of your time losing - even if you win the majority of your games! But this deck wins the majority of its games, and starts winning on turn 3-4, at which point it then takes forever to close out. You feel like you're ahead the whole time, and you get the bonus that your turns take forever compared to your opponents', so you also get to take most of the game actions. Your loses are to Aggro when you die on turn 4, or to counterspells where you concede once your hand is empty. In both cases, you lose quite quickly!

It might not be everybody's cup of tea, but it appeals to my specific flavor of spikiness.

This deck likes to win by holding the board in a stalemate and wearing the opponent down with the effects of Fevered Visions] and/or [card]Kalastria Healer, then swinging in for attacks with Goma Fada and Tazri backing them up. Honestly, I've been surprised at how well the Visions has preformed, as I added it just to see how it did. Devour in Flames helps deal with planeswalkers and troublesome creatures, but could be traded for an Anguished Unmaking.When I built this deck, I had high hopes for it, but it hasn't preformed as well as I'd like. At all. I think most of the issue comes from an unstable mana base (although I don't usually have too much trouble) and some cards that don't do quite what I wanted like Ulvenwald Mysteries or Kiora, but I'm not sure what would fill these slots any better. I'm thinking maybe knocking those two out for an Ob Nixiuks, Reignited and a fourth Kalastria Healer. What do you guys think?

A decent amount of the time I can bounce back fairly well, but it can also cripple me. This deck is kind of like a thopter or elf deck in the since it wants to go wide, but it uses my allies buffed with and enhanced with various Rally abilities rather than swarms of tokens buffed by a lord. I would like better answers than 2x Spell Shrivel, though.

I think cutting one of the colours and moving it to the nephilm thread would make sense

I've thought about that too, but my thing is I would have to have blue mana for Tazri, and I'd want to make use of some of that. I could probably get away with playing her ability off of dual lands like Glacial Fortress, but then that would feel like a wasted mana without any other blue cards. Without Tazri, it would basically make my dual land say, "Tap and add 1 white mana or tap and add one colorless mana." Tazri is also really useful to the deck, as she can dig out any creature I could use for my current situation.

EDIT: Also, blue provides Fevered Visions which is very useful for card advantage and helps wear down the opponent.

I am thinking about taking a more control based superfriends deck into play. My initial thoughts are to dump kiora for either gideon or nissa. Brain in the jar is a superstar card that lets me play my spells without having the right colours and the same goes for oath of nissa. Between those two cards and explosive vegetation + telling time colour fixing is pretty easy to do or at least dance around. Fevered visions was the only card that didn't reveal itself during play so I am not sure how effective it would be. I only tried this out against the forge ui today, but I will take it for a spin in magic duels later on today.

I am thinking about taking a more control based superfriends deck into play. My initial thoughts are to dump kiora for either gideon or nissa. Brain in the jar is a superstar card that lets me play my spells without having the right colours and the same goes for oath of nissa. Between those two cards and explosive vegetation + telling time colour fixing is pretty easy to do or at least dance around. Fevered visions was the only card that didn't reveal itself during play so I am not sure how effective it would be. I only tried this out against the forge ui today, but I will take it for a spin in magic duels later on today.

I haven't played this decklist, I'm just commenting about the Fevered Visions comment: From my experience, you're rarely at a disadvantage using it. It can be problematic against white weenie/red aggro that dump their hands because they get to draw a card, usually without taking damage because they play out their hand a lot. But! Against the aforementioned red deck, it can be good for you because if they're using an Avaricious Dragon, the Dragon's effect should (I think) force them to dump the extra card they get from the Visions. I'm not 100% on that, though. Which one was on the field first might have something to do with it....I haven't really been able to test it, so anybody who knows the answer, please tell! In regards to both white weenie, red aggro, and any other aggro-type deck that dumps their hand, Visions increases your chances of drawing into your sweepers, which well desecrate their game plan and allow you to take control of the field. Sorry, that was kind of long.

Thanks for the reply I have found that fevered visions has been working decently well. There are a few times it can get stuck in hand as it is more important to either spend mana on a sweeper or planeswalker or hold for a counter. When it does hit the field I feel it does swing the match in my favour. The deck is playing very well against the slower decks in the format and completely shuts down geistramp from the games I have played vs it. The deck does very poorly vs red aggro as burn finishes off what the creatures started. The winrate is a bit better vs mono white aggro as sweepers can keep them at bay until my threats come online. Another match up that is sweeper dependent is rakdos vampires/madness. I am having a lot of fun with this iteration of five colour planeswalker + control.

As for the cards themselves brain in a jar, oath of nissa, telling time, explosive vegetation, evolving wilds have been crucial to my survival setting up w/e colours I need for my sweepers to come into play. I have replaced kiora, master of the depths with nahiri, the harbinger and the deck is running much smoother. Every single planeswalker in the deck has a draw card function and with the deck thinning from the mvp cards mentioned previously I am tearing through the deck in most of my games. This is especially true if fevered visions comes into play. With a total of 7 sweepers and all the deck thinning + draw I am hitting my sweepers most of the time. I have however faced a lot of jank decks during my testing between rank 35 and 40. The decks that seem to perform well against me regardless of whos piloting them are aggro.

Okay, so first off, I only intend this for 2HG play. It's probably too slow for duels, and would need a magical Christmasland draw to survive the early game. That said, the late game is ridiculous. You're playing pretty much all the best cards we have. A Flipwalker and 8 top tier Planeswalkers, half of which are card draw engines. And beyond Oath of Nissa and whatever lands Oblivion Sower may fetch, not the slightest bit of mana fixing!

GoA, you're a moron! How do you do a deck like that without mana fixing???

The mana base is _very_ carefully crafted. 30 games and barring exactly one, I've had all my colours by turn 6.

Breakdown of cards by colour; 15 W, 11 G, 6 R, 5 B, 3 U. 7 cards have WW, and one each of GG, RR, BB, and UU. We have one U play before T4, and three B plays. Of these, none of them are by necessity stuff we want to be casting turn 3. Oath of Jace would probably only be looking for mana and Oath of Lils may not have two targets yet, or already have 4. The opponent has probably not thrown out anything worthy of Unmaking yet unless they've dropped Lils because you're on the draw. So the deck before T4 is pretty much only interested in W/G/R - probably not many important targets for Collective Effort's cost yet.

Now, sources - 10 W, 15 G (which has the most viable T1/2 plays), 9 R, 9 B, 7 U. This is pretty much roughly in proportion to the number of cards by colour, aside from swapping G and W because G has more important early game plays. Obviously the checklands will pretty much never come in untapped - there's only two basics to begin with (the only non-rare cards in the deck; everything else is rare or mythic rare) - which are just there for Nissa anyhow. But what they do is allow for the battle lands to come in untapped reasonably often. Basically the TL;DR of it all is that the deck isn't running fixers because I put a ridiculous amount of effort into the mana base. I get a slight hitch waiting for BB or UU once in awhile, but not often.

Onto specific cards)

Oaths; Do I need or have to run them all? Probably not. But they each serve a useful function, and I'm flooded with Walkers to boot. Gideon is probably the least useful, but that's still giving me two chump blockers and throwing extra loyalty counters around. Nissa fixes the odd mana issue, but more importantly digs for a card. Chandra and Lils are both early-to-mid game removal with secondary functions that stay relevant the entire game. Oath of Jace with this many Walkers means you usually have Scry 2, 3, or more every turn. That's basically stacking your deck. Even Scry 1 for free every turn is amazing.

Unmaking is your PW removal if your creatures aren't serving well enough. Collective Effort is extremely versatile and justifies the WW cost by being able to kill big creatures and enchantments, both staple abilities of 2HG. Usually the +1/+1 counters don't come up, but sometimes you'll be with an aggressive partner and they'll do them wonders. Even with 26 land, mana can be tight here, so being able to tap creatures rather than pay mana for the extra modes is superb.

Gisela is basically just too good not to run. The life gain helps pay for Unmaking and Ob Noxious, and a 4 power FS flier is almost always a thing too dangerous to ignore. You don't have many critters in the deck, but the ones you have are huge and/or impactful. Also, you run a lot of sweepers. For both reasons, Arlinn's haste-and-vigilance combo is pretty good. I rarely flip her in 2HG because there's rarely a turn either my partner or I don't want Haste. Shepherd and Greenwarden provide some recursion, including for dead Walkers. They sort of make me want to find room for Ever After but between the current card quality and the BB cost, I don't think that would end up happening.

I *think* everything else is self-explanatory, but if you want my thought process on a card, let me know.

Anyone come up with any good 5-colour Planeswaler decks recently? I'd like some advice. I am only missing Chandra, Torch of Defiance, Saheeli Rai, and Ajani when it comes to PWS, and I don't have Jace or Ajani's oaths.

Furthermore, I only have Yahenni's and Sram's expertises presently, but reall ywant to nab the others as they ought to be super-broken in a Rainbow Power Rangers deck.

I've tooled with some combos that include Emeria Shepherd as a key, but they seem hit or miss.

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